Design modern Premium Smartphone in Blender 4. 3 | Kamel Altohamy | Skillshare

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Design modern Premium Smartphone in Blender 4. 3

teacher avatar Kamel Altohamy, Designer & Youtuber , basically Engineer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Promo

      1:02

    • 2.

      Modeling Google Pixel 9 pro

      12:01

    • 3.

      Join the camera to pone body

      16:05

    • 4.

      Adding Camera Details

      5:39

    • 5.

      Adding more details

      29:09

    • 6.

      adding usb c port and assinging materials

      22:37

    • 7.

      Lighting scene

      10:09

    • 8.

      final adjustments before rendering

      12:36

    • 9.

      silver phone

      11:50

    • 10.

      Render the hazel version

      7:06

    • 11.

      Home work

      1:17

    • 12.

      What next

      0:31

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About This Class

Do you want to design your own smartphone?

do you want to learn how make 3D Mockup,

do you want to learn how to design case for 3d printing ,

then this is th best course matching your needs,

in this class we wil explain how to model Googl pixel pro 9 and making the 4 variations

also will make phone suitable for online stores by rendering clearn white background

Youtube channel

i am excited to make this workshop suitable for all product designers

Meet Your Teacher

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Kamel Altohamy

Designer & Youtuber , basically Engineer

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Level: All Levels

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Transcripts

1. Promo: Do you want to design your modern smartphone? Do you want to learn how to model phone case for c printing? Then this is the right course to get started. In this class, I'll explain how to model Google Bexl Bruine from scratch, and we will render for variations with clean wt backgrounds, and all renders are ready for commercial usage on any online stores. We'll see how we can render for variations. Obsidian Wintergreen, porcelain and Bone. Tiger and you come, I am Camel, I am Syrian designer and founder of anglestudi.org. With experience over seven years in the field of lock design, I will explain how to design modern product. So this class is intended for intermediate users, and if you are beginner, you can still follow along. If you like me and you want to learn new skills and improve your living in Blender, then join now. So let's see how we can stop workspace and the guess are some references. 2. Modeling Google Pixel 9 pro: Hello, everyone come here is coming, and they're going to see how we can design the Google Big Sal nine P. We'll do our best to promote this phone to be professional look. And also, after modeling, we will make semble animation and maybe 32nd animation video for the Google Big Sal nine P. With that first to do, let's get started. Firstly, I will enable the screen cast case. So everything I press you will find that here, and you will not need that line now, so we can hide that for a moment. And I will manage the collections to be organized. So we have some reference, of course, and later, we may add camera and more cameras for admission. So the design may be this color reference as usual, will be yellow and camera may be green, and you may have the trash. So the trash, you bought all the temporary files, and let's get started by inverting the reference images. Firstly, I have the front. So we have here the front. That's fine. So I will call it ref front, and of course, we must have the back. So here, the OST may be bond nine, and let's move that to be here on the ground. And after that, add another reference, which is the back, of course. And this called B. So let's see So we have here the back and the front, I put them flat, so it's snapped on the same location, so we can now rotate around the X. Here the front. Here is the front, so we can make it here. And the, it will be, of course, on the back. So let's see, this is the front obviously 0.5 for both, or you can make them one for now to see if they snap the correct. I add a cube, so cube to be here. And this tutorial for beginner, if you have any question, you can leave a comment. And if you want to design any product, you can leave a comment or any suggestion. So let's see here. So this the front and for the back, control one and rotate around the 180. That's fine. It's snapped. That's fine. Both views are snapped correctly. That's fine. Amazing. If you'd like, you can have the right view. Let's add if you'd like. You can add the right of course is here. So we don't need that anymore. So we have the right if right. That's fine. So let's make the OST point for maybe for all and start by adding a blen. You can enable or lock the selection filters, and I will add a blin. So add blin and after that, we will fill it. Let's add a blin and rotate around 90 degrees. I will not work by size. We can scale that later, so let's work based on the reference. And after that, we will see how we can manage the dimensions. So as you can see, it's not correctly snubbed. It's correctly in the center, so we can move our references to be in the center. So the circle here to be in the center. So move that to be in the center such as this. Amazing. Let's see. And the scale on the X such as this. And after that, select O, apply the scale and diverse control shift B to vil and add some curve, maybe add curve of seven or something like that. Amazing. And I add Bevil here and Bruce Join to join all these areas. Bruce join, and you must join here also. Let's join again here. So I have on my channel a lot of videos on how you can model phone such as Motorll and phone cases. For seed renting, you can take a look, and I will leave that in the comments below. So let's join all of that. Why I'm making that because I want to have the quads. No wrangles or angles. So we have a key mish as if we add the subline surface, we don't have any problems after that. So let's join all of that here and we have licuads. Now, let's join that. So we have lequds. As you can see, we have all quads here and we have lequds now. So after that, you may want to add the sickness. So you can move that here and add the sickness such as this. And that's fine. What about the camera? Of course, we have buttons. We will add the Google Bx Sal is simple, you can model without any problems. But for the til I want to have exactly all the tills without any problems and we can call that to be maybe full or body. I will increase that but first and s. So we will model the frame. We will model the circles, and after that, add the cameras in the side. So it's very simple add here and circle. And this circle may be 16 or let's say, firstly, I will add two circles. It rotate around X 90 degrees and add some circle here and add the circle one circle here and shift D Z, and circle here and another half circle here. So put the cursor here and a circle. This circle may be 24, let's say 20. I think 20 will work 20 or 24. We want it as lobly as we can. So maybe move on the direction. And I think I think that will work for now. And let's fill that and fill here. And after that, we can join, and let's fill. So make sure you have F two addon is enabled. So we will use some addons for free, of course. We will use the loop tools, and we will use also the F two addon and that's it for now. Later, we can use the uadrangl in the shed erator but let's continue. We can fill again here a few times as you can see. And after that, we got another circle here, so extrude on the direction and add another circle maybe this time maybe 24. No problem. 24 or I can decrease that to be 20 see if that works. That's fine for now. Amazing. So we will join that merge at center, and we will connect all easy parts. So we don't need that anymore. So let's delete, and delete this word. And you can use a mirror, maybe. And let's fill fill here, here, here, and extrude on the direction and exit time in the direction. And let's fill again, here, fill. And we require for one edge here and two edge here, one edge here and to edge here. So fall here and fall here. Amazing. After that, we can select this bird and shift TD on the direction and bit control to e disable that snapping option. And after that, if we put the cursor here, we can select all and etcetera scale. Based on the three D cursor. Amazing. That's easy. Make sure you would move desert here. After that, we can join these two and make sure these are on the same by active and scale zero and make sure that you have that scale zero and that also Amazing. We did that. So if you add the solium surface, you can see that to have this nice shape. So we made the detail. Of course, after that, we will join this bird to the actual phone. We want that to be completely one object, and that will be fine. If you would like to alrint that, if you would like to celebrant the phone, that will be fine. So I will stop the video here, and in the next tutorial, we will continue with our Google Bec Line Bro. 3. Join the camera to pone body: Right? So let's continue what we have lived in the previous word. Here is the image or I mean, the phone in perspective view. So we have two buttons, but we will continue by making the camera first. So the camera here, so you can name that camera. And after that, let's see what we want. So the model is very simple. You must add edge here and another edge here. And let's see, we will connect. So we require around one, two, three, four, five, six, seven, around seven edges here, and here also, we require some verts. So we will addre maybe I will add it maybe. And after that, I'll select all that and maybe scale on the eggs and just delete. Amazing. So then we will join this and after that, we must we can join these edges. But before that, let's see, we require edge here and other edge here or edges here and same thing here. So we will let's hide that for and select all these vertices and move in the X Solts connect edges such as this. And we connect. I think we don't need that. We don't need it. So let's see the word. I select edge and defil and fill. So let's hide this maybe this one. We don't need that anymore. And here we have another one. So we have here four. That's fine. I want items to be snapped correctly. So I want every edge to be in the same. So we have here a few loop cuts, and you can add here maybe three if you'd like. And so we have here extra edges. No problem. You can make that accessor with scale and looped to be circle and rotate. All right. So we did what we want, but I will move to the phase mode and select all the vertices, which is here and all that. Of course, we will extrude to this area extrude and other extrusion to here and other extrusion. That's fine. You can now at sojun surface. Of course, we will modify it and make it smoother, but for now, we will modi the cameras. So we connected that, but we want to make the camera better. So let's see what about the camera. I will open the reference for the camera maybe here. This is maybe this is the sensor for fingerprint and this may be the flesh. So we will make it smooth and shift a cursor to selected, and after that, we add circle. And here, it'll be 28, and the scale scale down, rotate around X 90 degrees and the scale down ex tough the scale That's fine. And for the flesh, we will do the same. So we will duplicate. We can call it flesh and that may be called censor. And after that have two ties. So the flash this one will be gloss and another one will be here which will be the flash and this flash gloss on this flash only. So you can make a random if you'd like, but let's continue. And you have, of course, three cameras, different cameras, of course. Let's do so we will not make textures, but we will model the camera itself, so we have real geometry. I will hide the body for it or firstly, I will get this one, which may be here. So I will get this one and several selection and hide this body. Let's see. That's fine. So we want circle, another circle here. So Bri adds the cursor here and add circle maybe 12 I think 12 will be fine. And the scale bot rotate around X 90 degrees. This is the first this is small camera. And after that, we have a little big camera and another camera which is here maybe three. And we have here tiny thing which is maybe flesh or so which is here. So let's add a lane and the scale, put it here and just dissep front, and we want to so let's see I think we can have let's merge that merge that merge it. And let's fill a few times. Here we are. We require here and square. So I want to have what is this tiny square. Let's see, scale Z zero and the scale Z zero. We fix the circulator, but let's continue. So we want to connect. I will connect these artis and let's connect that here also. And we want to connect these ties, and we want here between that and between that. Maybe one, two, three, four, five, six, seven. So let's add here seven. So I fill and select fill here and we want here too. So you can use the mirror around the Z. It will be helpful for you. So we may use that because it's mirrored on the Z axis. We have here little t. So let's again model a few works. We want here one, two, three, so we want three and select these two and's fill. We want hear other two. And well, let's see. So here also, we call it vertex, of course. So when we require that to be no problem, we will select and exer scale and the fill a few times here. What else? I think we will select the circle and accept through a scale, and using loop tools, we'll make it circle. Perfect circle I mean. And after that, we may so let's connect subdivide each edge here. Of course, I am using Control W two subdivide, and after that, let's connect this and this also. And you may subdivide my fault is using small vertex. So we should use here segste but we will fix at a moment. So let's see if we go here and fill and other time here and fill and also so I'm feeling that and here we feel that, and here we feel that. It's not perfect togy. You should have better tog than that than this what I'm making. But forgive me for that because I didn't model it before, and I think you can model that better. But let's see what we have. Here we can make we have here. You can model that here, we have So I think we have here four, so control shift, B to have only four until it's another time. I think it's not the best G ever, but let's see what we can get now. So here is the camera. So in the next video, we see how we can model the camera details of the camera, see you in the next video. 4. Adding Camera Details: Alright. So in this video, we're going to see how we can add details for our three cameras here. The same principle. But enable I will enable first the subline surface to see what we should make. So as you can see, we have here some sharp edges, so we a circle and move that to here and try et's rotate around. We are on the front back. So let's add that here and try to rotate around the Y direction. Sort it around the way also. So we can add a few cuts here and there. So again, let's try to add it here. And I think that's fine. Right. Here also is the Allergic camera. I will accel through the scale and same thing it will be here. Maybe let's Control Z. So I will add cut here, here, here, here, and again, make it to be circle. Same thing here. I will scale and after it through scale, and let's try All right, so that's fine. I apply the scale and I'll do one camera so you can do all. I will go to local mode. And after that, let's exitode on Zi and extrude scale move also here. And after that extrude Zi and exciter scale, we have here vertex of 22. So we can add here a new sphere, maybe 0.1 here and the se 22, you'd like you can join. So let's delete this word. And after that, we scales on the precursor. Scale down, such as this. You can rotate and move here. If you want to snap it correctly, you can use the vertex snabbing and move on the Y. And after that, you can have here 22 and 22, so you can bridge it So let's try again. Let's see if we can join that such as this and select oil and you can flat make scale on the oil based on the ld cursor to make it flat such as this, selecto and shift in. And after that, I will add Locut here, another look cut here and maybe another look at here maybe I will towards that a little bit. And here also, I will add three loop, and I will be only one debrus extrude phase gnomalsO time and another time and another time. That's fine. Here we are. We have one camera. Can you do the same? Let's see, here we have round 24. So 5. Adding more details: Alright. Thanks a lot for joining me on this class, and let's continue what we have left in the breath spot. So let's add the tails for our cameras. We will do the same here, but now we have another if verte, 20, but here we have only 22. So you can do something better. So you can add more loop cuts here. So have 22, and we can copy all of these words instead of modeling that from scratch, I will copy the same amazing. And after that, I will duplicate on the X axis. And here we will scale, of course, based on the bounding box, I will scale until we reach something such as this. And we don't need that anymore. And let's scale. So we can rotate, of course, and it's scale down. I will table the SolnsurfFment, and it's rotate. All right. And let's move here. We can move on the direction. And we have here 22 and here at 22. So you can let's join that and join all of that. And as you can see here, the camera is bigger. So we can select the camera here. I think it's fine, but you can so let's leave that if you'd like, you can. I think the camera here is still is bigger than. So we can select all. Of course, let's first add the carter here, and I'll select all these bounties, select all. And after that, after scale based on the cursor, scale, shift oil, and just scale. So I think we can scale shift oil and So let's leave that like that. So let's go back and here we have no circle, we have 24, but the shape is different. So we can we have 24. So first, I will make a circle and make sure the spacing is correct. All right. And you can rotate on Y. And Let's put the cursor here and add an ablane. I will scale the blane down, so I will scale the blane and rotate around x 90 degrees. And after that, let's we require some vertex. So let's see here scale on the Z. I scale on X, and I will scale down and move in this direction. Then let's extrude on the Y direction. And let's extrude scale and move move in this direction. And after that, Let's connect so we can we have here. Let's see. We have ten. So we require 24 vertex. So it's a here a few vertex. So let's see what we have now. We have 20, so we require two more. And here we are. So we can join all of that. But let's make sure that on the same place so enable snapping and move in the direction. And after that, you can embrace here and feel based on that. I think this is the best way. And we can now move on this direction on they and move in the direction such as this. You can enable siging but no problem. So we require, I think, three here, and I will first define the edges. So let's define some edges here and some edges here and some edge here. And let's detail And that's fine. I think we can let's make that flat, no problem. So I'll make it flat and move here. And exit routes right, select oil and the shift in that's fine. We made the three cameras. We have here tiny wool. You can make by adding here an edge and the rest Control B. And I think it's here in this area. So we can circle here root, et cetera Yep. All right, so we have made the camera tell and what we make here is the same here. So let's make the Ogle Bigel here. To be honest, I like this detail. We can move. And I like that we can print this phone, we can print. So we can hide that fort. And let's add abline and scale Bonton routed around X 90 degrees and now let's move here and move in this direction, we can exit root, and we can make here and circle. So let's add circle maybe 20 or 24 and maybe the radius 0.0. The move I mean rotate angle X direction and let's scale. We don't require but we require some edge here. I mean some verte. Let's join. But I select that and a through scale. And join at lost and join at lost. So you can add loop cut here, another loop cut here and another loop cut here and we are done or that Alright. Let's say it will be two and three, selectable and will shift in, and we can make it space such as this. And this. That's fine. We made this logo. So I will move to the logo collection. So what next I think we designed the phone. But But the screen? If we go here, you can see that we have buttons. We have the soil mix buttons, and after that, we go to for the screen. So I will add here loop cut another loop cut here. And for the buttons, of course, we can so let's make for those. I will make an edge here and diverse control B for the bevil and after that, let's add cut here, loop cut here and another loop cut here. And let's make three loops here and delete the sport and this bot. After that, we will put a circle here. We require, I think we require a 12 let's say 12, one, two, three, so maybe maybe eight. And root around maybe root around 90 degrees and rotate around 90 degrees and move in the direction and the scale is on the cursor. That's fine. So we have here Z, and what next one, two, three, four. All right, so let's Join at last join at last, and let's feel that. We can do the same above control MZ based on the Bound in key box. And, of course, So there is multiple ways for doing that, you can work on the B machine directly. But let's delete the bontis and after that, we will at here. Join at Join that at last, and it's fell let's fill that like this or this one we can scale directly and scale on the Z. But I think we can do the same. So if we go here, you can see So let's move such as this. And what we here, a circle of eight rot eight around 90 degrees and the scale down. For the setting, we can add navigation around selection. So we have navigation will be better, and let's scale and delete that part If you have any question, you can leave the comment in the discussion page and I will respond immediately. And let's fill that and feel that here. Let's move again here. This is the best vertex. So we want that vertex to be I think. All right. So it's leave as this. And shift D and Z. What happens here? So let's go back. I will do the same. So we hear a lot of detail. Let's Let's add circle the same it nine degrees, put the cursory and move a little bit and let's this bird let's move and let's join. Merge at last, and here also. Merge at last, and's fill we did that. Sorry if it took out of time. But I think here we have error maybe. So I think we have duplication. So let's move And here also, let's see if we don't have any duplication. Merge. So not here. I think that G is correct. Yes. And they make sure you merge it Merge at last. So let's select that here also, make sure you have merge This tutorial is recorded as live stream base. So if there is any error, so forgive me for that. And I don't make any videoing for my tutorials. Let's extrude that on the X direction and another time and select all under shift F shift H. And now I'm going to fill that and let's add here edge and fill. Here also, we will fill it and add here an edge and fill fill fill. So for the tons, you can select all of that and shift on X directions, several selection and select and exit root exit root and exit root. So we have now the buttons shift N. So what we have here is the buttons. You can make the buttons later. So select all and go to the mood and add here an edge, the same edge will go here. So we have the same proportions, the same edges. Let's add here. Add here. And that's a poem. What about? So I think I think we have here something or some error. So let's size it. Yes, we have here some vertis. And what else? Music. That's fine. So let's make the screen. I select oil and brise inset and the scale. So let's make sure the sickness is the same. So I think I will add the set one time and another time. And after that, I will extrude. Firstly, I will duplicate let's extrude on this direction, move on the i little bit and extrude on the oil and we are now done for that. This is a screen, so you can unwrap from view, upload the scale and unwrap from view. And after that, you can duplicate shifty OI and several by selection. We can name that the gloss. And scale up such as this. Andy. And here we can add some bevil s here. We can move on the i have this bevi. I think we have finished that, but the ******* is the material. So that's it for the slipon. I think now we can do the glass and finish that. So let's see we can duplicate right I sin we can duplicate that and by selection. And after that, let's fill fill and fill here one, two, three, four, five, six, seven, we require seven. Let's fill fill. Let's again move that on the Oil and select scale and let's name it gloss two. So that's it for this tutorial. In the next video, we are going to see how we can deter and we missed a charger here, CVC I think slabs, we will make that in the next tutorial. 6. adding usb c port and assinging materials: Alright, so let's continue to have lived in the previous word and to make the USCBCbard. So here I am here in the bottom view and Control 77 in the two view and control seven in the bottom view. And I added loop cut in the center, so you can add loop cut here and scale X zero and shift to be in the center. And after that, we would like EF. Let's add here and let's add here EF, add here. And this is this curve, and we can delete this board and move in the direction, and you can generate mirror on the X and selecting these two and enable cliving after that you can accrue on the X. Control R, control R, and move in the direction. That's fine. And we may move that in the X You can use, of course, the bullion, but I will not do that. I will add a loop cut here and another loop cut here. After that, delete all these faces. Then you can apply the mural and let's join and you can scale down a little bit. And we have to fill so we want an edge here and another edge here and another edge here. So let's see what we have. We want to fill solid sable the len surface, and I will fill the vertex here and here and here and here. And here. Same thing we will fill here and cut another cut loop cut here and another loop cut here. So we can fill that and fill again, let's fill that and again, let's fill you can select some edge here. So this manual method may take some time, but I prefer that instead of using the bullions if you have any better method, you can suggest to me to use. But I don't like to use bullions because bullion is throw MH and the result isn't fine for rendering. So if you enable the sodium surface, you can see that you have nice clean Form that you can extrude on the Z, ex root on the Z, and extrude on the Z. And after that select all shift Etch, let's fill that space. You can use the grid fill. But we will do the manual. You can use the grid fill, of course. Does that work is fine? I am happy with the result. If that doesn't work, you can shift this band and. So here we are. We made the SCB C board. But let's add this ship CUSCBCbard we can select that duplicate separate by selection. And after that, let's extrude in this direction. And a little bit of solidifoi little bit of solidify here, generate solidifoi. Amazing. If you would like, so let's apply the scale. That's fine. You can add let's select the Ws and ShiftD separate by selection. And let's add 0.2 maybe and in this direction, and we will add two of them. So we can generate mirror based on that on the Y direction and No problem. We can select that and shift on Y. Select all shift N. So let's scale on the x axis and move on the Z. And after that, let's add array on this direction maybe maybe eight. And it's smaller such dies. That's fine. That's fine. Let's separate Bus vertis and for this one, we can the mixes will fi in this direction. That's fine. Shade smooth and maybe smooth. That's fine. So here we are. We made the CBC board. But I think we can make it even larger, so we can make it 0.02. And that move in this direction GI 0.1. Amazing and move that in the direction of Y 0.1, Y -0.01. Amazing. And I will make here duplication and separate by sorry for that. So I will duplicate and separate by selection. And for this one, I will add solidify in section, and we have a 2b14 maybe. And we can let's see what we have. And we can add hair shade which smooth. That's fine. But so I like the result. And It may be der but let's continue. So we made the complete phone. Let's dive into how we can make the materials. So the materials, as we can see, we have silver. I think we didn't make these strips, but we can add later. If you'd like, you can add Luce, so we can select this vertice and add tell but let's see what we have here. We have here another grid, or you can change that and move in the D direction. For the phone, we will make a silver phone first. So I'm adding material and call it silver bone, and it will be metallic, of course. Roughness may be bone to six, and the best color will be the silver, maybe so I'm choosing the silver. And after that, let's see the material. We can make it even glossy. And maybe to this one for this one, it will be black Black logo. Let's throw metallic. And here also the same material. This will be gloss. And this will be the screen. So project from view and Image picture, add this one. And let's go to UV Image Eor so let's go back here to the UV Image Eor and the project from view. After that, you can scale. You can scale Or you can read from view boundaries and scale down such as this. It's not in the center, but we will fix that moment and we will try to add the camera to be real object. So it's scale down again, scale down and move on they we will make it a mission and image to choose the same image such as this. And it's fine. It's fine for now. It's fine for now. But we can move on the i. And based on that, we can scale So let's see what we have. Here, we have also this will be gloss. And here it will be Amron. So the first we have the black symbol material which is plastic and roughness maybe 0.4 or 4.3. But for the flesh or the camera itself, we make it lens, let's make the lens. It will be a gloss and the roughness maybe 14. And a sign. So let's see. Same thing here. This will be lens. And We can select this one and move on the o such as this. Based on this one. So we can move in this direction. So does it. And it through here. And all of that we can make came, and that's it. Or this one, we can make another metal such as this. And this one will be silver about different color, dark gray. And here, I think we have the glass itself first. And after that, we have the flesh, which is white, white flesh. For the flesh, we can let's try. Let's try here the shed later, and I will try to add wave. Let's try the wave texture. And let's try the ringes. Spherical and divers control T. Based on the object. Fine. That's fine. Fine, fine. Let's try 12, maybe 30. And for that we have color ramp. Here, we will choose white. Let's make that e or with blin That's fine. And for that, we want it to be maybe here. And that such as this. That's fine. And for the material, we may use roughness of 0.3. That's fine. So we made the model, and I think we have to add the board for the USCBCbard. We can go to image here and let's see what we have. We have that to be different. So maybe Chrome. All right. So it can be, but we will adjust to the screen. So here, let's go to the image or, and we will choose the image which is here and the scale on Y on this preecursor And I hope you like that. And let's see what we have here so we can scale based on the direction. I like this. And I find that helpful. So we have the complete phone. Next we'll add more variations. We will add three variations for the same phone, of course, but let's continue rendering in the next tutorial. 7. Lighting scene: So what next? Next, we will do the rendering for the phone in four variations, as you can see. So we have this color, which is called Hazel, I think, and this color which is pink and maybe white and dark gray, of course, four variations. So firstly, I choose cycles as render engine and choose GBU. So this is design now, and I will set up rendering. Basically, I'm choosing Blain, scale on X direction, scale on the Y, and move it to be in the camera collection. And after that I will extrude on the Z, add some bevil after a bling the scale, add some bevil and extrude on the Y, and the scale such as this. So that we'll call the back robe and for the light. I will add Evelyn So what we have here, no problem is abline comes in the reference collection. We can hide the reference collection. We don't need that anymore. And I will scale that two times, move it here, and rotate around here. And we call it light one. We can add emission, but I have node setup. That will be best because it have gradient, and this node simulate the real softbox. I think I have the nodes here in the nodes group here, which is I will leave the link, of course. And after that, you can go to the Shatter and add the group just here and just check if you go to the this one. Of course, you must unwrap and So I saw wrap at method, and after that, connecting to UV. And after that, you can add some ingredient width and you can make it choose the fall off. That's why I like this because we can fall off. And here is the strength, you can make strengths of 16 or maybe eight. So this is one, and this is the best method for stick lighting. I'm using it for longer term now. And thanks to the developer of this method or this nod group, we can adhere one and choose here to be here. And we can add here also. Single Y. Let's say, single X. That's fine. And it's rotate and the scale maybe like two B four. So let's add the camera. Camera will be squared maybe 1004 Instagram. And for the view, we can see let's make a street such as this front view orthographic. And this is the first one. And that's fine. You can add, of course, HRO, but let's check. So this is phone one, and you can docket collection. But so I'll choose the phone at MBT here, select the MBT two B, and let's select O and MBT Control B, silver and object because we can do animation. So let's use animation in here. I don't mean animation, but more variations. So we can choose two B five. In the next frame, the MBT will be here. And in the second diffreme we can rotate Z such as this, maybe SST and K location rotation here, rotate Z schist and the K location rotation and rotate sect and the K location rotation. And here -60 and the K location rotation. That's fine. We can, of course, what I want to change in the design. I want to adhere basil and also we don't change here the strip here. So let's choose that and add here maybe call it stirrup. A sine dime sine. And you're the same here. And a sign. And let's see. Is that Cefoin and So let's choose faces here and a sign and the separate shift E Micres 8. final adjustments before rendering: So in the previous bird, we add symbol lighting, as you can see here, and we add the drop, of course. And we did some symbol animation for the phone so we can render multiple shoots. So today, we're going to see how we can fix the materials. We will add symbol strips here and there on the left and on the right, and we will do the finite rendering. So if we go here in the image eter, you will see that we have you can find that we have a strip here and a strip here, and another one on the bottom. So I think we have one here. So I think we have total of five. I will the camera for a moment. And we can say for the black for now, we can say it's silver, and it's fine for now. We can say that it's silver and here also. If you'd like to add no problem, and here shift is zero, as I create here, I will disable. If we add here this to be strip, it will be like this. And we can add it here and make it silver phone. That may work. But did we lose the bevil So this is a strip on the lift, and we will do the same on the right. So the same will be applied to the lift. And what we make here is we moved some edges, so we will do the same. So we moved some edges here. Disable the son surface and disable it for a moment, we can go to the local mood. So I will select all these edges and move to the same location. You can use a sniping. So the snapping GZ and snap to be here. And the same thing of that GZ snap to be here. And of course, we will choose all of that and all of that. Then choose all of that strip and to be here. And below, we have that already. So that's fine. Let's see, we have the S. We can choose the edges on the top and edges here and shift E into it. All right. 50.8 here. Below, we have, I think, one strip here so we can disable the sub surface and move it to be here and another one here and choose that and add here. So let's go back out of the local mood. So we did the materials. And I want to make some variations so the next section is matter of reference. If you want to do a studio door, you can do that. If you want to bless the phone on table, you can do that, of course. And firstly, I will go to the Buller Heaven and choose indoor and the studio setup. And let's see what we have here we have for the studio, and we can choose that. So I will choose neutral, maybe this one and let's choose that studio and Wlod four K. So I will choose and HRI, you can W D X or or HD, both ergon or both formats can work, and I will Dude multi ri and come back later. Alright, so let's add the HRI. I will go to the scene tab or the tab here. And after that, let's add environment texture, add HRI and go to the Blender, HD or I haven, and I downloaded few HRI, feel free to choose any of the studio. So I prefer let's see what the friction for the studio. I like this one for the studio. And if you go to the render, without camera or anything, you will see that we have this reflection, which is fine. You can make a 0.5 or point maybe 0.6. Let's add our variations. We have four variations. So let's start with this first one, and the color, of course, for the phone will be this one, and this is the first and after the camera, after adding the backdrop, we will see that we have this one and for the backside, let's see what the logo? Let's enable the logo. And for the logo, it should be there. But let's see. So I will move on the y the control, so it will be here. Be it's inside the pon so let's make it here, move on the Oi and rotate around 9180. And after that move in the direction, we can use a shrin crab deform a shrin crab based on this face and by And that will, of course, variant to this one. If you want to add dips, of course, you can add solidify. But I think we don't need that. So let's add simple solidify on both sides. For that one, this will be metallic, and roughness will be such as this. And I think for the silver, it will be dark, but roughness maybe 0.3 0.35 maybe. And you should add picture But that's fine. What else? We will make it not appear in the final render, so we'll disable that and fill me transparent. So that's it to get to the render mood. So let's use some test render. For each variation, we will render four and let's choose B&G with Alpha conversion, no conversion, and we'll choose the location. So choose the location and the type the name for each frame and start two D noise, use BU and maybe that will be 1,200 square format and start by render and miss. So for the next lesson, we will see how we can do more renders. And, of course, we will fixing because that will require more improvement. So see you in the next tutorial. 9. silver phone: So here is a brief surrender, but we will do to enhance that first three will disable the B group. And of course, we have transparent. And in the setting, we can choose glossy to be hidden. So that was glossy, or you can choose another HRO. We can choose small bit that may work. Let's see. And again, So let's try that. And for this slide, I have shifted that because when it become here, it the slide. I add some reflection here. So I shifted that. So let's do another test render in the performance. I choose a 256 and let's do another render. There's one. So here is rendered from the previous. As you can see, we have some reflections here. But now we have this one. So it's maybe better. But I think writing should be improved. Io duplicated duplicate collection, and here we have design too. In the first prim, we will move that to be here. And when we Okay. So for MPT, we can go to the graph eater and in the location. We can move here. Let's select and oi Let's exlocation and we can do that here or on each frame of X in the X four in their location. And here also move on the X four their location Of course, there is a way for doing that in the graphic or, but let's add another location here and another location here. And of course, we'll change the materials. Now we have another phone choose this one. And basically for the phone itself, we have it be silver. So you will choose that to be silver. Sorry for that, I will duplicate that and I will choose that to be silver. And after that, we can choose the same color. It's a gold maybe, and all the other will be light colour. Roughness here will be 22 and for the other bird which is here. Gold, silver, and that will be the color but I will make 8.4. So see and render a sign Okay. So in our frame, I will choose all of that and assign. Let's see see I think we can crofnme and strip dark. So here we are. For the button, of course, we will make it another maybe gold. Let's see. And that will be another color which is here. And, of course, the screen We have some Gronk here. So for all phases, make sure that you have the screen assigned. And for this one, the screen we select the UV emulator will again, UV ripped from view and choose this ticket char. Sorry for that. Let's come back and mix this screen two. Screen two, and Select all and project from let's see. We have to select only the screen, which is here and Bjct from view. Make sure you have applied the scale and brjct from view. Et's choose Bond in books. And choose your another you ticketure. Let's move here. Cursor to selected and scale based on the two cursor, scale x. We have. And you can also scale on the X and scale on the Y. That's fine. We include all the reflections. And that is the second So let's move the camera to be here. And let's do our rendering. The same, but we will say we have here second. And render animation. 10. Render the hazel version: So we rendered the good version which is here, and we will render now the hazel, we have the hazel and the root quarts. So I will add a new file, and after that, let's duplicate this collection to be design three, which is the hazel and I will disable this one for now and this one for the hazel, we have this one. So let's open the image for the hazel which is here. And first, first, you will, of course, add the screen, which is here, the same file. I will hit for now, and for this one, we will add screen three and choose this hazel. Amazing. For the color, the silver will be the same. But of course, the gold will be changed. But I want the silver to be more shiny, maybe 1.1 or 0.12, and the metallic will be fine. I think we will change. Let's see. Let's see. All right. For gold, it will be hazel metallic and the same color like this. It's a sort of green. And I think all will be the same. For this one, it will be the same silver silver border, and this will be silver border. Let's see. All right. A camera isn't the best for now. But for the camera, of course, let's do something quick. So here I will add an circle the circle maybe 24, and the scale rotate around X 90 degrees and the scale and through scale and the fill. And I will duplicate. First, I will apply the scale and unrabt from view and after that, let's add gloss or G and add image texture. Maybe choosing one from this. It will be here, and it will be gloss on the same image and roughnes point to five gloss and emission maybe and duplicate around here and around here. Let's see. And we can move that here and move that here. And we can mix it with emission. And it's such as this and emission of maybe for This is shooting. And maybe here too. So let's render the Hazle. Of course, we have here. The G may be the same. So it will be such as so let's render another set, which here now will be called st. This time, I will increase the quality to be 200 and setting render. I will increase samples. And after that light boss, I will increase that 50 and all will be 12 to have more light bosses, and that's it. Save and rental animation. 11. Home work: So here is the version of the rendering. I am sure that this isn't the best result that you can make, but I'm sure that if you bought some time, you can render more realistic version for this phone. And here is some other renders. So what next? If you go to now, it's time for your homework. So go here to the project resources, and for the download resources, you can download the reference images for the ole pixel or in the homework section, you can download the homework. And I bought for you another mobile phone, which is motorla, you can download and do your best to model this phone and do the same recess and render realistic results. After that, you can submit your reject and I will leave for you a feedback. I think making phone isn't such complicated. And I'm sure that if you but a lot of time, you can render more than me. So I hope you find this tutorial helpful. See you another class in Skillshare, see tutorial. 12. What next : Thanks lot for watching this class and Cmulting all videos. So the blender is professional and has many features, and we can't cover all aspects and all features in our class. So I offer different and advanced courses here on Skillshare and try to cover all fillies and all applications of blender. And also, if you are interested in Blender and CD, you can follow me on social media. Links on Twitter and Instagram at Camel Time. If you have any question, you can contact me via mail admin at anglestod.org, H blending and see you in another class.